Difference between revisions of "EpsilonSolarBrawl"

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#REDIRECT [[SolarBrawl/Epsilon]]
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* Back to [[Charms]]
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* Back to [[Epsilon]]
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----
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<b><i>Stampeding Elephant Manner</b></i>
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<b>Cost:</b> 4 motes \\
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<b>Duration:</b> Instant \\
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<b>Type:</b> Supplemental \\
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<b>Min. Ability:</b> 4 \\
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<b>Min Essence:</b> 3 \\
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<b>Prereqs:</b> Fists of Iron Technique \\
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The Exalt rushes forward, plowing his entire mass into his opponent along with a
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blast of concussive Essence. This does not so much go around his opponents
 +
defenses, as through them like the didn't even exist.
 +
 
 +
The character makes a standard Brawl attack, but does not count extra successes
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towards damage. Double the number of successes scored on the attack roll before
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applying any defensive methods in use by the opponent (including shields,
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parries, dodges, cover, concealment or anything else that could possibly cause
 +
him to miss).
 +
 
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This Charm does not add successes towards any other effect other than hitting an
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opponent, and thus is incompatible with any Charm with an effect based on the
 +
number of successes rolled.
 +
 
 +
----
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<b><i>Sword Breaking Blow</b></i>
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<b>Cost:</b> 10 motes, 1 Willpower \\
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<b>Duration:</b> Instant \\
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<b>Type:</b> Simple \\
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<b>Min. Ability:</b> 5 \\
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<b>Min Essence:</b> 3 \\
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<b>Prereqs:</b> Heaven Thunder Hammer \\
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The Exalt who know this Charm realizes that even the best unarmed combatant is
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at a disadvantage when compared to a equally skilled armed opponent. The
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solution? Take that weapon away, in the most final method possible.
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 +
When this Charm is used make a standard Brawl attack. If the opponent Dodges or
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blocks with an unarmed technique resolve the attack as normal, however if the
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opponent parries the attack with a melee weapon the successes they score are
 +
added to the attackers to determine the success of failure of this technique.
 +
 
 +
No matter what, this attack does no physical damage to the target as the attack
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is aimed at the opponents weapon, not their body. If used against any mortal
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weapon the attack succeeds if you score at least three more successes than the
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opponents defense, this shatters the weapon with a blast of golden Essence and
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focused rage. Against weapon made of the Five Magical Material or other
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imperishable material the use must score at least five successes. Doing so
 +
doesn't destroy the weapon, but it does deform and blunt it, rendering it
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effectively useless until it can be repaired (requiring an Intelligence + Craft
 +
check at difficulty 4, the repairing character must have at least Occult equal
 +
to the Artifact rating of the weapon to repair it).
 +
 
 +
----
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<b><i>Unchaining the Tempest</b></i>
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<b>Cost:</b> 3 motes \\
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<b>Duration:</b> Instant \\
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<b>Type:</b> Reflexive \\
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<b>Min. Ability:</b> 4 \\
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<b>Min Essence:</b> 3 \\
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<b>Prereqs:</b> Dragon Coil Technique \\
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 +
Even the mightiest Exalt can sometimes fall to sheer weight of numbers. Tackled
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from all sides by any number of attackers can drag the most puissant man down.
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The Solar with this Charm need not fear this fate. In a flash of Essence and a
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resounding boom like a clap of thunder the Solar stands to his feet and flings
 +
anyone who wold seek to hold him down away in streaks of golden light.
 +
 
 +
When this Charm is activated anyone currently grappling with the Exalt is
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instantly throw the Exalt's Strength + Essence in yards away from him. This
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effects anyone who is trying to grasp or restrain the character in any way.
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Characters sent flying may make a Dexterity + Athletics check (diff 2) to roll
 +
to their feet or otherwise land able to battle. Those flung away by this Charm
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take no damage from the blast, but may find themselves in bad positions if they
 +
are near something hazardous.
 +
 
 +
Normally this Charm is perfect in effect. However if used against exceptional
 +
holds such as certain Charms or special abilities of certain creatures it can
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fail. In such circumstances the Storyteller is free to determine a base
 +
difficulty for a Strength + Brawl roll to escape the restriction. For instance,
 +
if the Solar was just wallowed by a behemoth they may find themselves facing a
 +
difficulty of 5 (or more!) to use this Charm to instantly escape. This Charm has
 +
no effect on inanimate objects holding the character (such as chains or cages)
 +
but it does specifically effect any sorcerously animated objects or magical
 +
spells which attempt to bind the character in place (generally you must score
 +
the spells Circle x 2 successes to escape their grip).
 +
 
 +
== Comments ==
 +
On Sword Breaking Blow I'd probably go with the artifact rating for the repair difficulty, instead of a flat 4.  Feels a little more appropriate. -EndlessChase

Revision as of 05:15, 21 March 2004



Stampeding Elephant Manner</b>

<b>Cost: 4 motes \\
Duration: Instant \\
Type: Supplemental \\
Min. Ability: 4 \\
Min Essence: 3 \\
Prereqs: Fists of Iron Technique \\

The Exalt rushes forward, plowing his entire mass into his opponent along with a blast of concussive Essence. This does not so much go around his opponents defenses, as through them like the didn't even exist.

The character makes a standard Brawl attack, but does not count extra successes towards damage. Double the number of successes scored on the attack roll before applying any defensive methods in use by the opponent (including shields, parries, dodges, cover, concealment or anything else that could possibly cause him to miss).

This Charm does not add successes towards any other effect other than hitting an opponent, and thus is incompatible with any Charm with an effect based on the number of successes rolled.


Sword Breaking Blow</b>

<b>Cost: 10 motes, 1 Willpower \\
Duration: Instant \\
Type: Simple \\
Min. Ability: 5 \\
Min Essence: 3 \\
Prereqs: Heaven Thunder Hammer \\

The Exalt who know this Charm realizes that even the best unarmed combatant is at a disadvantage when compared to a equally skilled armed opponent. The solution? Take that weapon away, in the most final method possible.

When this Charm is used make a standard Brawl attack. If the opponent Dodges or blocks with an unarmed technique resolve the attack as normal, however if the opponent parries the attack with a melee weapon the successes they score are added to the attackers to determine the success of failure of this technique.

No matter what, this attack does no physical damage to the target as the attack is aimed at the opponents weapon, not their body. If used against any mortal weapon the attack succeeds if you score at least three more successes than the opponents defense, this shatters the weapon with a blast of golden Essence and focused rage. Against weapon made of the Five Magical Material or other imperishable material the use must score at least five successes. Doing so doesn't destroy the weapon, but it does deform and blunt it, rendering it effectively useless until it can be repaired (requiring an Intelligence + Craft check at difficulty 4, the repairing character must have at least Occult equal to the Artifact rating of the weapon to repair it).


Unchaining the Tempest</b>

<b>Cost: 3 motes \\
Duration: Instant \\
Type: Reflexive \\
Min. Ability: 4 \\
Min Essence: 3 \\
Prereqs: Dragon Coil Technique \\

Even the mightiest Exalt can sometimes fall to sheer weight of numbers. Tackled from all sides by any number of attackers can drag the most puissant man down. The Solar with this Charm need not fear this fate. In a flash of Essence and a resounding boom like a clap of thunder the Solar stands to his feet and flings anyone who wold seek to hold him down away in streaks of golden light.

When this Charm is activated anyone currently grappling with the Exalt is instantly throw the Exalt's Strength + Essence in yards away from him. This effects anyone who is trying to grasp or restrain the character in any way. Characters sent flying may make a Dexterity + Athletics check (diff 2) to roll to their feet or otherwise land able to battle. Those flung away by this Charm take no damage from the blast, but may find themselves in bad positions if they are near something hazardous.

Normally this Charm is perfect in effect. However if used against exceptional holds such as certain Charms or special abilities of certain creatures it can fail. In such circumstances the Storyteller is free to determine a base difficulty for a Strength + Brawl roll to escape the restriction. For instance, if the Solar was just wallowed by a behemoth they may find themselves facing a difficulty of 5 (or more!) to use this Charm to instantly escape. This Charm has no effect on inanimate objects holding the character (such as chains or cages) but it does specifically effect any sorcerously animated objects or magical spells which attempt to bind the character in place (generally you must score the spells Circle x 2 successes to escape their grip).

Comments

On Sword Breaking Blow I'd probably go with the artifact rating for the repair difficulty, instead of a flat 4. Feels a little more appropriate. -EndlessChase